The Races - How I would have done them

Post » Fri Mar 01, 2013 1:48 am

So, I decided that I might as well make a thread about how I would have made the races in Skyrim. Just for fun of course.

Altmer:
Activated power: Highborn(the same)
Passive ability: Highborn(the same), Elemental Affinity(20% weakness to fire, frost, shock), Pure Breed(Resist disease 50%)
Starting stats:
Health: 80
Stamina: 80
Magicka: 140(+50)
Skills: The same as they are

Argonian
Activated power: Histskin(the same)
Passive ability: Resist disease and poison(50%), waterbreathing, Aquatic Reptile(regenerate health faster while i water)
Starting Stats:
Health: 80
Stamina: 110
Magicka: 110
Skills: The same

Bosmer
Activated power: Command animal(the same), Animal Companion(makes an animal a permanent companion, until its death. A bit more limited), Green Pact(the option to feed on humanoids after a battle to restore health regen for a time)
Passive ability: Resist disease and poison(50%), Outdoor Elf(stmina regenerate faster while in the wild)
Starting Stats:
Health: 80
Stamina: 120
Magicka: 100
Skills:The same

Breton
Activated power: Dragonskin(the same)
Passive ability: Resist Magic(25%)
Starting Stats:
Health: 80
Stamina: 80
Magicka: 140
Skills: The same

Dunmer
Activated power: Ancestors Wrath(the same), Ancestral Guardian(summon an Ancestor for 45 seconds)
Passive ability: Resist fire(50%)
Starting Stats:
Health: 100
Stamina: 100
Magicka: 100
Skills: Destruction(+10), one-handed(+5), archery(+5), Alteration(+5), Illusion(+5), light armor(+5)

Imperial
Activated power: Star of the West(absorbs 100pts of Stamina from an enemy in melee range. Will go to the nearest, if there are more than one)
Passive ability: Voice of the Emperor(persuasion and bartering is 10% more effective
Starting Stats:
Health: 100
Stamina: 100
Magicka: 100
Skills: Speech(+10), light armor(+5), one-handed(+5), destruction(+5), restoration(+5), block(+5)

Khajiit
Activated power: Night eye(the same), Eye of Fear(forces an enemy to cover in fear and are unable to flee for 10 seconds)
Passive ability: Claws, soft paws(when not wearing shoes or boots, sneaking is 10% more effective), Agile(jumps 10% higher)
Starting Stats:
Health: 80
Stamina: 140
Magicka: 80
Skills: The same

Nord
Activated power: Nordic Frost/Thunder Fist(next attack will do an additional Xpts of frost damage. Works with all weapons, targeted spells and fists), Woad(physical damage is reduced 30%(of the damage remaining after blocking and AR) for 30 seconds)
Passive ability: Resist frost(50%)
Starting Stats:
Health: 120
Stamina: 110
Magicka: 70
Skills: Two-handed(+10), one-handed(+5), block(+5), smithing(+5), heavy armor(+5), speech(+5)

Orc
Activated power: Berserker Rage(increased melee damage and defense, but stagger more easily)
Passive ability: Resist magic(10%)
Starting Stats:
Health: 120
Stamina: 120
Magicka: 60
Skills: Heavy armor(+10), smithing(+10), two-handed(+5), one-handed(+5), block(+5)

Redguard
Activated power: Adrenaline Rush(the same), Ra'Gada Spirit(all swords do 20% more damage for 60 seconds)
Passive ability: Resist disease and poison(50%)
Starting Stats:
Health: 110
Stamina: 120
Magicka: 70
Skills: One-handed(+10), archery(+5), light armor(+5), heavy armor(+5), block(+5), smithing(+5)


So, how would you have done the races in Skyrim, given the option to? And are there any input to mine?
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Miss Hayley
 
Posts: 3414
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Post » Fri Mar 01, 2013 2:19 am

I like those, especially the way you did the Imperials. I just hate how it's too easy to become whatever you want. For example, in lore, it's very rare for a Khajiit to become a mage, because most of them don't have much of a magical ability. I'd probably set the mage skills to 10 for a Khajiit or something, then add more emphasis on sneaking and thievery.
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Suzie Dalziel
 
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